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Aaron Cain

Alpha Tester
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Posts posted by Aaron Cain

  1. 1 hour ago, CoreVamore said:

    Sounds fine until u ask yourself.... who will do the mundane job of farming?

    I would, not full time, but with the suggestions made here i would surely build a plot or two and add a pharmacuetical lab in one of my buildings too. Farming wont be a fulltime job, specially if it bares any resemblance to real life. Pharmaceutics will be a different story, but the research and devel;opment combined with a pharma plant are just too interesting to forget about it. 

  2. I know you have a point, comments were more into what i think would make this idea fair to all players and to eliminate the class idea. But to think about it, If the Arc ship sent out people to go and be creative they probably would give them starter packs or provisions, like in the real world. No Government/ Company would sent off their personal without any provisions into the wild. So Considering Lore it would be logical if small packages would be delivered at start something like a small craft unit, tent portable light, small firearm, some medical supply. Just enough to make it through day one. 

  3. Whatever the bonus/malus will be, food will be great to have from a design and trade point of vieuw and as an extre part to the emergent nature of DU. For pharmaceutics its the same. Adding those would really make the design of research labs a need and open a whole new creative angle in DU.

    Please Add both, and while doing that add drinks and maybe domesticable wildlife too. Not joking, anything to add to the diversity of DU.

     

    Let me give you a thought:   SpaceWhales 

  4. you mean snowflakes?

     

    Well the idea is not bad but might need some adjustments and be there for all, including day one people. 

    It would not be bad if the tutorials give a small reward for watching, not enough to lets say build a ship and fly off into space. But maybe enough to be able to build sort of provisionary atmos transport, or a general simple full crafted blueprint so All users could use that after doing the tutorials. This would make the start area less crowded as everyone can, if they want to, spread out abit easier around the planet. Nothing fancy or forever durable but just a small dynamic construct to get everyone on the move.

     

    Thoughts about that?

  5. Fully agree on this. I hope NQ keeps all these things in the game, there should be no limitation on what people can build. If others want to take it down/conquer it it is their problem how to overcome all defences and if it is too hard, too deep, to well armored, too fast, too well thought off in design, Hooray to the designer/defender.

    Any attacker in DU will need alot more creativity then the defender does if they want to attack any and all available targets. And thats great, nothing better to inspire creativity then pending failure.

  6. Sounds like you need a programmable Shout function. In almost all MMO there is a sort of shout function, but if you use that in a single shart, probably the whole univers gets the message, so then what you need is more like an automated radar that screens incoming vessels, finds the player, uses comm , sent message to specific player, event done. No clue if thats possible. But since its lua, you need to be around, so it will only work if you stay at that spot 100% of your time :P 

  7. Welcome Anna,

     

    Hope we have alot of fun together ingame!! And i hope you can find your home here again, I know i already did, even while DU isnt even out yet. The road some of us have traveled to a new home can be long and rocky but in the end its the destination that will define you again!

     

    Greetzz Aaron  And a wish from the heart from one carebear to another that you will find your home here ;)

  8. 2 hours ago, CalenLoki said:

    And would cut meaningless travel time, without hindering pirate gameplay at all.

    Yes, that is the mayor reason for my proposal. I dont mind to travel, but to meaninglessly travel the same route every time is a waste of time you could use creatively or anyway you want in DU. Without fast travel we already know that some distances will be for a long time, so technically that is afk time at max speed that is spend without any possibility to intervene that maxspeed traveling player. So why not skip the max speed part and only have the possibly dangerous parts to and from a gate, whether its in space or on the ground, not in but on the ground. Good point!

  9. Agree on your points, And indeed the one in space should be really big, like i hope we will see 10 km ships in the future, and they need to fit.

     

    But for the smaller ones, i do agree it should be no simple thing to build and to use and it should not limit emergent gameplay, but to use the epic large ones for the smallest vessels would be overkill and i would suggest to have a smaller variant for that.

     

    Reading the comments here shows that most problems with it are possible escapes from danger, to easy, to easy to defend, and some more in that list.

     

    Taking these in account, Would it work to make the original stargate idea that was proposed by NQ scalable?  So you can build a massive one Or a small one, or something in between, with scaled energy use, distance, mass it can sent, operational and building costs in general? That way you will still have the same security lvl for the stargates But there will be a difference in use And you will really need to think about what the use is for when you build it. Massive gates have massive operational costs but also massive reach while small ones operate at lower costs but also have limited use.

     

    Would that work for you and add to the emergent nature?  It would make the use of gates in general easier, however the different gates will work differently, so in the end it will generate differentiation and will add to total gameplay experience by adding more choises. Anything that could improve it further?

     

  10. Agree on that, but on the other hand i do think some form of personnel transport should be in place, If restricted, no problem but give it workable restrictions. If not people might start using multiple resurection nodes as fast transport, just empty all inventory, drop dead, poof what Resurrection note to use. Technically possible dependable on what is meant with unless configured specifically

     

    "

    • Unless configured specifically, you will respawn at the last one you have activated.
       
    • If you have no activated Resurrection Node anywhere in the game universe, you will respawn where you appeared the first time in the game: in the Arkship.
  11. For some reason you keep using this passive aggressive way when the discussion is not going your way. A discussion should be more open minded but in this post that's lacking.

    I hoped to find an argument other then, "if you do it like that people cannot conquer it and i dont like that" But it comes back to that point every time.

     

    Been there, seen it before, not gone fall for it. Good luck with your post. 

     

    Greetz Aaron

  12. I think that if you pay enough there will be people that guard your border. Simply said, Well I am in BMC, a mercenary group that will take up jobs as a neutral organization, and a job is a job, as long as it pays right. Same for building your city, you can do it yourself or hire people or mercenaries. With the right payment it can be build. Ill sent you a pm.

     

    Greetz Aaron

  13. Nah just a smaller gate placeable planet side.

     

    so @Lethys If the gate would be solo placeable, like a TU, and lets say we restrict it to not be placeable on structure, so it has to stand "not on/in " a structure. That would already make it less safe to travel to and from it but still would make the travel less long, and if someone wants to take down a base they could take down/ take over the gate too since its less defended.

     

    Any other suggestions to make it workable?

     

     

  14. - has to be restricted to UA, otherwise it'll be abused heavily: 

    Yes

     

    - if you build such a gate then you're pretty much invulnerable on both sides as you can "ship" or transport ppl across the galaxy instantly:

    Not much more then using the other "Space" stargate. But it would make the game more dynamic, and to build the base and mini gate on the other side you will have to do that as well, And there is indeed difference between doing it in a safezone or in a pvp zone but in your oppinion what would make this a feature that will not break the game? Suggestions?

  15. Well placing the TU underground is a game mechanic so then lets stop discussing it as an exploit  and focus on real exploits.

     

    So as it is a game mechanic that is actually on the news page And in development notes of Dual Universe, please remove the underground item of the exploit list. Common sense can never be an exploit, and if its is there is something broken ingame.

  16. Most of us know there will be massive star-gates in space to sent our ships to far away places. What i want to propose is a smaller base located gate.

    It should be large enough to sent people, small hovers and small fighters but small enough to block big hovers and big ships. The placing should be in a base, planet or space bound, and transport is only possible if you own both sides of the gate, so you need to build one at both sides.

    Since this is the same technology as will be used for the large gate it should fit the lore. And because you already need to have a base on both sides of the gate you have probably already used the large gate at least once but to be sure this is not gone be an easy thing to build a training should be there that makes this only craft-able after you already studied the building of star-gates in general. 

    An option is to make these scale able just like the shown hangar doors, although i hope the star-gate idea will not be a circle to fly through but more a set of "rails" or "beacons" guiding a ship into the flow.

    Your thoughts?

     

     

  17. Option 3, Any blueprint that is made of your design will cost the person who blueprints it some cash that flows to you direct. But i think i read somewhere that the bleuprinted ship will have some form of blueprintprotection. But if you fear for this to happen, sell the ship With a blueprint Copy fee. What i mean: The buyer already pays for the right to copy paste it.

  18. That would be a good idea, but then you also need training for "on the ground" building since you need constructs to not collapse there too, and also energy and water can be a problem with no training, So it would be good if any training is necessary for all constructs, or maybe a system like the creativerse system where you need to be able to craft something in order to craft the next. But both systems will limit the speed of the game, on the other hand, is that a problem? It would mean you really are specialized, If this system would work like this for everything, mining, need to mine this before that, etc

     

  19. And then i guess you didnt even read this yet:

     

    https://devblog.dualthegame.com/2015/07/24/territory-control/

    One last very important point about territory tiles is the notion of “arkification”. Arkification is the process by which you could turn your territory into a non-PvP area, similar to the safe area around the Arkship. Arkified tiles would be incredibly powerful areas, as they cannot be hacked, conquered, destroyed or tampered with in any way. No need to say, this notion is a very sensitive gameplay aspect, and we have not yet decided precisely how and if it can be integrated in the game. Alternatives to it is simply to say that you can hide your stuff deep underground on a remote planet, or within the heavily guarded castle of your powerful organization. But these ideas are not totally safe.

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